CNET's GameCenter heeft nu ook een preview van de STMicro Kyro geschreven. Langzamerhand beginnen we steeds meer te weten over deze kaart, over de tile rendering feature hebben we nu al veel gehoord. Hier een stukje over de andere features:
Kyro does other cool tricks as well. The most notable is the True Internal Color feature, in which the entire rendering process is done in 32-bit color. This has two effects that will be noticeable to even the most novice user. One is that there's only a minor performance hit if you up a game from 16- to 32-bit color. Secondly, Kyro's 16-bit color rendering looks better than that of other chips; for example, banding and dithering (seen in transparent items such as the smoke in a rocket trail) isn't apparent with Kyro. In fact, the overall image quality in every game we threw at Kyro was outstanding. Looking at the Quake III Arena benchmarks, you can see an amazing similarity between 16-bit and 32-bit scores at the same pixel resolution. (Unfortunately, Quake III was the only game that didn't lock up before finishing a demo and determining an average frame rate.) The new chip also supports environmental bump mapping, making it only the second 3D chipset to do so (the other is the Matrox G400). It'll do full-scene antialiasing and every trick in the DirectX 7.0 feature set. Most significantly, Kyro supports multitexturing--not dual or triple texturing, but eight-layer multitexturing (the maximum number of textures allowed in Direct3D). Kyro is able to apply any number of textures in a single pass through a single pipeline, thanks to its tile-based system.